GetSampleDuration() public méthode

public GetSampleDuration ( int sizeInBytes ) : System.TimeSpan
sizeInBytes int
Résultat System.TimeSpan
Exemple #1
0
        /// <summary>
        /// Plays the effect.
        /// </summary>
        /// <param name="asEffect">Set to false for music, true for sound effects.</param>
        public void Play(bool asEffect, AudioEffects effect = AudioEffects.None, float volume = 1.0f)
        {
            double now = UltimaGame.TotalMS;
            CullExpiredEffects(now);

            m_ThisInstance = GetNewInstance(asEffect);
            if (m_ThisInstance == null)
            {
                this.Dispose();
                return;
            }

            switch (effect)
            {
                case AudioEffects.PitchVariation:
                    float pitch = (float)Utility.RandomValue(-5, 5) * .025f;
                    m_ThisInstance.Pitch = pitch;
                    break;
            }

            BeforePlay();

            byte[] buffer = GetBuffer();
            if (buffer != null && buffer.Length > 0)
            {
                m_ThisInstance.BufferNeeded += new EventHandler<EventArgs>(OnBufferNeeded);
                m_ThisInstance.SubmitBuffer(buffer);
                m_ThisInstance.Volume = volume;
                m_ThisInstance.Play();

                List<Tuple<DynamicSoundEffectInstance, double>> list = (asEffect) ? m_EffectInstances : m_MusicInstances;
                double ms = m_ThisInstance.GetSampleDuration(buffer.Length).TotalMilliseconds;
                list.Add(new Tuple<DynamicSoundEffectInstance, double>(m_ThisInstance, now + ms));
            }
        }
Exemple #2
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            public void Play()
            {
                float now = UltimaVars.EngineVars.TheTime;

                // Check to see if any existing instances of this sound effect have stopped playing. If
                // they have, remove the reference to them so the garbage collector can collect them.
                for (int i = 0; i < m_instances.Count; i++)
                    if (m_instances[i].Item2 < now)
                    {
                        m_instances.RemoveAt(i);
                        i--;
                    }

                DynamicSoundEffectInstance instance = new DynamicSoundEffectInstance(22050, AudioChannels.Mono);
                instance.BufferNeeded += new EventHandler<EventArgs>(instance_BufferNeeded);
                instance.SubmitBuffer(m_waveBuffer);
                instance.Play();
                m_instances.Add(new Tuple<DynamicSoundEffectInstance, float>(instance,
                    now + (instance.GetSampleDuration(m_waveBuffer.Length).Milliseconds / 1000f)));
            }
Exemple #3
0
        /// <summary>
        /// Plays the effect.
        /// </summary>
        /// <param name="asEffect">Set to false for music, true for sound effects.</param>
        public void Play(bool asEffect = true)
        {
            double now = UltimaGame.TotalMS;
            CullExpiredEffects(now);

            m_ThisInstance = GetNewInstance(asEffect);
            if (m_ThisInstance == null)
            {
                this.Dispose();
                return;
            }

            BeforePlay();

            byte[] buffer = GetBuffer();
            if (buffer != null && buffer.Length > 0)
            {

                m_ThisInstance.BufferNeeded += new EventHandler<EventArgs>(OnBufferNeeded);
                m_ThisInstance.SubmitBuffer(buffer);
                m_ThisInstance.Play();

                List<Tuple<DynamicSoundEffectInstance, double>> list = (asEffect) ? m_EffectInstances : m_MusicInstances;
                list.Add(new Tuple<DynamicSoundEffectInstance, double>(m_ThisInstance, now + (m_ThisInstance.GetSampleDuration(buffer.Length).Milliseconds)));
            }
        }